All
hit dice are maximum. this cuts down on deaths at low levels,
and at high levels I just modify monsters if I have to.

Stats
are rolled using the 4d6 drop the lowest method and the
results may be placed where desired.

2 stat
points may be subtracted from any one stat in exchange for
one point in any other stat. Stat stat stat.

Priest
characters do not memorize spells. Every morning preists pray
to their diety asking for access to spells that day. The
length of time spent in prayer is 10 minuets per level of
highest spell. At the end of the day a priest must thank
their diety for spells that were granted.

Spells
may be traided down. One second level spell may be traided
for two first level spells. Spells may not be traided up.
This may be done by priests and wizards. When a wizard trades
down spells they must be memorized that way.

Sylvan
elves may adjust themselves to an aquatic lifestyle. Sylvan
elves being so closely in tune with nature can breathe under
water after spending one week living on the bank of a large
lake, river or other body of water. After two weeks webs
begin to grow between their toes and fingers. If the watery
life is left behind for more than three days all of these
bonuses are lost.

I had the
hardest time drawing my own world, so I figured I would just
change the one I live on to suit my needs.

The Eurth has a total of three
moons, one large red one, one small brownish one and one that is
essentially a small sun. Directly "below" the planet's
south pole is a gigantic sun which never seems to move. This sun
is the cause of Eurth's unusual climates, the southern hemisphere
is never completely dark and the northern is never completely
light. The south pole is too hot for any human or demihuman race
to live, and even if anyone could last there for any significant
time the entire place consists of only wind and sun blasted
stone. The north pole is equaly inhospitable; it is constantly
exposed to the emptiness of space, making it almost completely
frozen.